mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 11:51:27 +00:00
48 lines
No EOL
2 KiB
Text
48 lines
No EOL
2 KiB
Text
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
|
|
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "global.inc"
|
|
|
|
uniform sampler2D samp0 : register(s0);
|
|
|
|
struct PS_IN {
|
|
float4 position : VPOS;
|
|
float2 texcoord0 : TEXCOORD0_centroid;
|
|
float4 texcoord1 : TEXCOORD1_centroid;
|
|
float4 color : COLOR0;
|
|
};
|
|
|
|
struct PS_OUT {
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
void main( PS_IN fragment, out PS_OUT result ) {
|
|
float4 color = ( tex2D( samp0, fragment.texcoord0 ) * fragment.color ) + fragment.texcoord1;
|
|
result.color.xyz = color.xyz * color.w;
|
|
result.color.w = color.w;
|
|
} |